Discover. Brief. Run. Survive. Tell the story.
Every RunQuest mission moves through the same arc — and only one part of it asks you to look at a screen while you're moving: none of it.
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01
Discover
Open the map. Nearby quests, active events and crew territory sit where you'd expect them — on the ground, not in a list. Pick a mission that fits your route home.
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02
Briefing
Stationary, before you move: the lore, the route, the threat intel ("Kestrel patrols at 3.4 m/s — hold 4:50/km for 90 seconds"), your loadout, and who else from your crew is already out there.
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03
Run — audio-first, eyes-up
The screen goes in your armband. Spatial audio cues, spoken doom text and haptics carry the tension — a creature closing from the north, a checkpoint approaching, an escape window opening. You never need to look down to know what's happening.
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04
Checkpoints
Stop, glance, confirm. GPS proximity, a QR scan, a photo, a quick multiple-choice clue — validation happens when you're standing still, never mid-stride.
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05
Threats & chases
Creatures detect, hunt and chase on their own clock. Effort is the verb — outrunning a threat means holding a real pace for a real duration, not tapping a button. Escape windows are pace prescriptions wearing a monster's face.
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06
War story
Home, stationary again: your map trace, encounter pins, the chase segment where you surged, your closest call, XP and level-up, territory won or lost. Share it as a card — it's the best advert the game has.
Designed to keep your eyes on the road.
RunQuest's core design law is audio-first, eyes-up — and it's backed by structural rules, not just good intentions.
No camera while moving
Any checkpoint that needs a photo or an AR clue scan only unlocks once you've stopped. The game will never ask you to point a phone at anything while you're running.
No-go zones
Creators mark unsafe or off-limits ground — busy roads, private property, cliff edges. The rules engine respects them in scoring; the run doesn't reward cutting through them.
Traffic guidance
Route intel calls out road crossings and busy junctions in the briefing, before you're moving at pace with a creature in your ear.
Run with awareness
The fiction never overrides the real world. Audio cues are designed to sit alongside ambient awareness, not replace it — you're always running in the real world first.